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								js/components/playback.js
									
									
									
									
									
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										165
									
								
								js/components/playback.js
									
									
									
									
									
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/**
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 * UI component that lets the use control auto-slide
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 * playback via play/pause.
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 */
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export default class Playback {
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	/**
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	 * @param {HTMLElement} container The component will append
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	 * itself to this
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	 * @param {function} progressCheck A method which will be
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	 * called frequently to get the current playback progress on
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	 * a range of 0-1
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	 */
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	constructor( container, progressCheck ) {
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		// Cosmetics
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		this.diameter = 100;
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		this.diameter2 = this.diameter/2;
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		this.thickness = 6;
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		// Flags if we are currently playing
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		this.playing = false;
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		// Current progress on a 0-1 range
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		this.progress = 0;
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		// Used to loop the animation smoothly
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		this.progressOffset = 1;
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		this.container = container;
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		this.progressCheck = progressCheck;
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		this.canvas = document.createElement( 'canvas' );
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		this.canvas.className = 'playback';
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		this.canvas.width = this.diameter;
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		this.canvas.height = this.diameter;
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		this.canvas.style.width = this.diameter2 + 'px';
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		this.canvas.style.height = this.diameter2 + 'px';
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		this.context = this.canvas.getContext( '2d' );
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		this.container.appendChild( this.canvas );
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		this.render();
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	}
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	setPlaying( value ) {
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		const wasPlaying = this.playing;
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		this.playing = value;
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		// Start repainting if we weren't already
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		if( !wasPlaying && this.playing ) {
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			this.animate();
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		}
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		else {
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			this.render();
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		}
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	}
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	animate() {
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		const progressBefore = this.progress;
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		this.progress = this.progressCheck();
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		// When we loop, offset the progress so that it eases
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		// smoothly rather than immediately resetting
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		if( progressBefore > 0.8 && this.progress < 0.2 ) {
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			this.progressOffset = this.progress;
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		}
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		this.render();
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		if( this.playing ) {
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			requestAnimationFrame( this.animate.bind( this ) );
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		}
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	}
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	/**
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	 * Renders the current progress and playback state.
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	 */
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	render() {
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		let progress = this.playing ? this.progress : 0,
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			radius = ( this.diameter2 ) - this.thickness,
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			x = this.diameter2,
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			y = this.diameter2,
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			iconSize = 28;
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		// Ease towards 1
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		this.progressOffset += ( 1 - this.progressOffset ) * 0.1;
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		const endAngle = ( - Math.PI / 2 ) + ( progress * ( Math.PI * 2 ) );
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		const startAngle = ( - Math.PI / 2 ) + ( this.progressOffset * ( Math.PI * 2 ) );
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		this.context.save();
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		this.context.clearRect( 0, 0, this.diameter, this.diameter );
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		// Solid background color
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		this.context.beginPath();
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		this.context.arc( x, y, radius + 4, 0, Math.PI * 2, false );
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		this.context.fillStyle = 'rgba( 0, 0, 0, 0.4 )';
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		this.context.fill();
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		// Draw progress track
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		this.context.beginPath();
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		this.context.arc( x, y, radius, 0, Math.PI * 2, false );
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		this.context.lineWidth = this.thickness;
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		this.context.strokeStyle = 'rgba( 255, 255, 255, 0.2 )';
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		this.context.stroke();
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		if( this.playing ) {
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			// Draw progress on top of track
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			this.context.beginPath();
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			this.context.arc( x, y, radius, startAngle, endAngle, false );
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			this.context.lineWidth = this.thickness;
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			this.context.strokeStyle = '#fff';
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			this.context.stroke();
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		}
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		this.context.translate( x - ( iconSize / 2 ), y - ( iconSize / 2 ) );
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		// Draw play/pause icons
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		if( this.playing ) {
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			this.context.fillStyle = '#fff';
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			this.context.fillRect( 0, 0, iconSize / 2 - 4, iconSize );
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			this.context.fillRect( iconSize / 2 + 4, 0, iconSize / 2 - 4, iconSize );
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		}
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		else {
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			this.context.beginPath();
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			this.context.translate( 4, 0 );
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			this.context.moveTo( 0, 0 );
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			this.context.lineTo( iconSize - 4, iconSize / 2 );
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			this.context.lineTo( 0, iconSize );
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			this.context.fillStyle = '#fff';
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			this.context.fill();
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		}
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		this.context.restore();
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	}
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	on( type, listener ) {
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		this.canvas.addEventListener( type, listener, false );
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	}
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	off( type, listener ) {
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		this.canvas.removeEventListener( type, listener, false );
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	}
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	destroy() {
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		this.playing = false;
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		if( this.canvas.parentNode ) {
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			this.container.removeChild( this.canvas );
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		}
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	}
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}
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